forked from 0ad/0ad
348 lines
10 KiB
C++
348 lines
10 KiB
C++
/* Copyright (C) 2015 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "TerrainOverlay.h"
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#include "graphics/Terrain.h"
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#include "lib/bits.h"
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "ps/Game.h"
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#include "ps/Profile.h"
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#include "ps/Shapes.h"
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#include "ps/World.h"
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#include "renderer/Renderer.h"
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#include "renderer/TerrainRenderer.h"
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#include "simulation2/system/SimContext.h"
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#include <algorithm>
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// Global overlay list management:
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static std::vector<std::pair<ITerrainOverlay*, int> > g_TerrainOverlayList;
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ITerrainOverlay::ITerrainOverlay(int priority)
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{
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// Add to global list of overlays
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g_TerrainOverlayList.emplace_back(this, priority);
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// Sort by overlays by priority. Do stable sort so that adding/removing
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// overlays doesn't randomly disturb all the existing ones (which would
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// be noticeable if they have the same priority and overlap).
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std::stable_sort(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
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[](const std::pair<ITerrainOverlay*, int>& a, const std::pair<ITerrainOverlay*, int>& b) {
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return a.second < b.second;
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});
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}
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ITerrainOverlay::~ITerrainOverlay()
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{
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std::vector<std::pair<ITerrainOverlay*, int> >::iterator newEnd =
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std::remove_if(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
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[this](const std::pair<ITerrainOverlay*, int>& a) { return a.first == this; });
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g_TerrainOverlayList.erase(newEnd, g_TerrainOverlayList.end());
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}
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void ITerrainOverlay::RenderOverlaysBeforeWater()
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{
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if (g_TerrainOverlayList.empty())
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return;
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PROFILE3_GPU("terrain overlays (before)");
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for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i)
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g_TerrainOverlayList[i].first->RenderBeforeWater();
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}
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void ITerrainOverlay::RenderOverlaysAfterWater(int cullGroup)
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{
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if (g_TerrainOverlayList.empty())
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return;
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PROFILE3_GPU("terrain overlays (after)");
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for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i)
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g_TerrainOverlayList[i].first->RenderAfterWater(cullGroup);
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}
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//////////////////////////////////////////////////////////////////////////
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TerrainOverlay::TerrainOverlay(const CSimContext& simContext, int priority /* = 100 */)
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: ITerrainOverlay(priority), m_Terrain(&simContext.GetTerrain())
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{
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}
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void TerrainOverlay::StartRender()
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{
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}
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void TerrainOverlay::EndRender()
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{
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}
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void TerrainOverlay::GetTileExtents(
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ssize_t& min_i_inclusive, ssize_t& min_j_inclusive,
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ssize_t& max_i_inclusive, ssize_t& max_j_inclusive)
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{
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// Default to whole map
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min_i_inclusive = min_j_inclusive = 0;
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max_i_inclusive = max_j_inclusive = m_Terrain->GetTilesPerSide()-1;
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}
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void TerrainOverlay::RenderBeforeWater()
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{
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if (!m_Terrain)
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return; // should never happen, but let's play it safe
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#if CONFIG2_GLES
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#warning TODO: implement TerrainOverlay::RenderOverlays for GLES
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#else
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(GL_FALSE);
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// To ensure that outlines are drawn on top of the terrain correctly (and
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// don't Z-fight and flicker nastily), draw them as QUADS with the LINE
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// PolygonMode, and use PolygonOffset to pull them towards the camera.
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// (See e.g. http://www.opengl.org/resources/faq/technical/polygonoffset.htm)
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glPolygonOffset(-1.f, -1.f);
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//glEnable(GL_POLYGON_OFFSET_LINE);
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glEnable(GL_POLYGON_OFFSET_FILL);
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pglActiveTextureARB(GL_TEXTURE0);
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glDisable(GL_TEXTURE_2D);
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StartRender();
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ssize_t min_i, min_j, max_i, max_j;
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GetTileExtents(min_i, min_j, max_i, max_j);
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// Clamp the min to 0, but the max to -1 - so tile -1 can never be rendered,
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// but if unclamped_max<0 then no tiles at all will be rendered. And the same
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// for the upper limit.
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min_i = clamp(min_i, ssize_t(0), m_Terrain->GetTilesPerSide());
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min_j = clamp(min_j, ssize_t(0), m_Terrain->GetTilesPerSide());
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max_i = clamp(max_i, ssize_t(-1), m_Terrain->GetTilesPerSide()-1);
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max_j = clamp(max_j, ssize_t(-1), m_Terrain->GetTilesPerSide()-1);
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for (m_j = min_j; m_j <= max_j; ++m_j)
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for (m_i = min_i; m_i <= max_i; ++m_i)
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ProcessTile(m_i, m_j);
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EndRender();
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// Clean up state changes
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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//glDisable(GL_POLYGON_OFFSET_LINE);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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#endif
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}
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void TerrainOverlay::RenderTile(const CColor& color, bool draw_hidden)
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{
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RenderTile(color, draw_hidden, m_i, m_j);
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}
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void TerrainOverlay::RenderTile(const CColor& color, bool draw_hidden, ssize_t i, ssize_t j)
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{
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// TODO: if this is unpleasantly slow, make it much more efficient
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// (e.g. buffering data and making a single draw call? or at least
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// far fewer calls than it makes now)
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if (draw_hidden)
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{
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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}
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else
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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}
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#if CONFIG2_GLES
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#warning TODO: implement TerrainOverlay::RenderTile for GLES
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#else
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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CVector3D pos;
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glBegin(GL_TRIANGLES);
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glColor4fv(color.FloatArray());
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if (m_Terrain->GetTriangulationDir(i, j))
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{
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m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray());
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}
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else
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{
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m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray());
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}
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glEnd();
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#endif
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}
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void TerrainOverlay::RenderTileOutline(const CColor& color, int line_width, bool draw_hidden)
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{
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RenderTileOutline(color, line_width, draw_hidden, m_i, m_j);
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}
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void TerrainOverlay::RenderTileOutline(const CColor& color, int line_width, bool draw_hidden, ssize_t i, ssize_t j)
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{
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if (draw_hidden)
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{
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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}
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else
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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}
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#if CONFIG2_GLES
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#warning TODO: implement TerrainOverlay::RenderTileOutline for GLES
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#else
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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if (line_width != 1)
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glLineWidth((float)line_width);
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CVector3D pos;
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glBegin(GL_QUADS);
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glColor4fv(color.FloatArray());
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m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray());
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glEnd();
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if (line_width != 1)
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glLineWidth(1.0f);
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#endif
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}
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//////////////////////////////////////////////////////////////////////////
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TerrainTextureOverlay::TerrainTextureOverlay(float texelsPerTile, int priority) :
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ITerrainOverlay(priority), m_TexelsPerTile(texelsPerTile), m_Texture(0), m_TextureW(0), m_TextureH(0)
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{
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glGenTextures(1, &m_Texture);
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}
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TerrainTextureOverlay::~TerrainTextureOverlay()
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{
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glDeleteTextures(1, &m_Texture);
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}
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void TerrainTextureOverlay::RenderAfterWater(int cullGroup)
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{
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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ssize_t w = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile);
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ssize_t h = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile);
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pglActiveTextureARB(GL_TEXTURE0);
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// Recreate the texture with new size if necessary
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if (round_up_to_pow2(w) != m_TextureW || round_up_to_pow2(h) != m_TextureH)
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{
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m_TextureW = round_up_to_pow2(w);
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m_TextureH = round_up_to_pow2(h);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_TextureW, m_TextureH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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u8* data = (u8*)calloc(w * h, 4);
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BuildTextureRGBA(data, w, h);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
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free(data);
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CMatrix3D matrix;
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matrix.SetZero();
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matrix._11 = m_TexelsPerTile / (m_TextureW * TERRAIN_TILE_SIZE);
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matrix._23 = m_TexelsPerTile / (m_TextureH * TERRAIN_TILE_SIZE);
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matrix._44 = 1;
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g_Renderer.GetTerrainRenderer().RenderTerrainOverlayTexture(cullGroup, matrix);
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}
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SColor4ub TerrainTextureOverlay::GetColor(size_t idx, u8 alpha) const
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{
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static u8 colors[][3] = {
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{ 255, 0, 0 },
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{ 0, 255, 0 },
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{ 0, 0, 255 },
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{ 255, 255, 0 },
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{ 255, 0, 255 },
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{ 0, 255, 255 },
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{ 255, 255, 255 },
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{ 127, 0, 0 },
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{ 0, 127, 0 },
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{ 0, 0, 127 },
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{ 127, 127, 0 },
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{ 127, 0, 127 },
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{ 0, 127, 127 },
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{ 127, 127, 127},
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{ 255, 127, 0 },
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{ 127, 255, 0 },
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{ 255, 0, 127 },
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{ 127, 0, 255},
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{ 0, 255, 127 },
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{ 0, 127, 255},
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{ 255, 127, 127},
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{ 127, 255, 127},
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{ 127, 127, 255},
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{ 127, 255, 255 },
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{ 255, 127, 255 },
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{ 255, 255, 127 },
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};
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size_t c = idx % ARRAY_SIZE(colors);
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return SColor4ub(colors[c][0], colors[c][1], colors[c][2], alpha);
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}
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